Summons an army of skeletons. Meet Larry and his friends Harry, Gerry, Terry, Mary, etc.

Seen in 2% of the last 50 competitive decks.

4

Skeleton Army

2

Spear Goblins

Rarity: Common

Type: Troop

Three unarmored ranged attackers. Who the heck taught these guys to throw spears!?! Who thought that was a good idea?!

Seen in 24% of the last 50 competitive decks.

2

Spear Goblins

5

Minion Horde

Rarity: Common

Type: Troop

Six fast, unarmored flying attackers. Three's a crowd, six is a horde!

Seen in 32% of the last 50 competitive decks.

5

Minion Horde

2

Goblins

Rarity: Common

Type: Troop

Three fast, unarmored melee attackers. Small, fast, green and mean!

Seen in 50% of the last 50 competitive decks.

2

Goblins

Danger! This deck may not counter some of the more powerful cards in the game. This deck may be susceptible to the following cards:

6

X Bow

Rarity: Epic

Type: Building

Nice towers you got there. Would be a shame if this X-Bow whittled it down from this side of the arena...

Seen in 4% of the last 50 competitive decks.

6

X Bow

Guide

WARNING: this deck is better for experienced players! inexperienced players will find it difficult to manage

This deck is based upon the an idea i have had for a long time: to take 8 of the best defensive cards in the game and put them together in one deck. The trick with this deck is this: it is very hard to lose with this deck...but it can also be very hard to win. Being entirely composed of defensive cards, offense is slightly harder and requires more patience. be careful to gain an elixir advantage before proceeding, and if you cannot get an attack to work, better to sit back and play defensively rather than overextend yourself and lose the battle

Defensive Functions:

Ice Spirit: buy time, splash damage, distraction

for only one elixir, this card is amazingly useful to buy a few milliseconds of time, especially in a race to the finish, or preventing a tower destroyer from getting in one hit on your tower. it is also useful to take out skeletons, or damage minions and goblins for the tower or one of your troops to finish off. it can also be used to distract sparky away from something more important

Zap:buy time, reset, finishing, weak splash damage

possibly the most powerful card in the game, it has similar functions to ice spirit as far as buying time goes. however, when upgraded it is very useful to finish off a tower in combination with the lightning. it also serves to reset sparky, inferno tower, and inferno dragon to help in offense

Ice Wizard: buy time, weak splash damage

possibly the most versitile legendary card, it is useful both to provide light splash damage for swarm troops and slow down high damage troops. as such it is useful against every troop. allows one to buy time. believe it or not it can also be used as a small tank to get a few hits off on the enemy tower

Tesla: building, point damage

the most versitile defensive tower, can attack both air and ground and do rapid fire point damage. its inclusion is what makes this deck viable against air decks as well as tower destroyers. any good defensive deck should have a building to distract tower destroyers especially in a race to the finish. its ability to retreat underground is mostly good, helping to save hit points. however, in some occasions with the princess, it does not tank but retreats underground, causing the attacking princess to target your tower instead. placing the tesla as far up as it can go while still centered with kill it, or slight farther back and off center will do the trick as well. tesla can also be used to support offensive troops if placed as far up as it can be. however, while placing the tesla far up does not leave it as vulnerable as other towers (due to its retreat underground), it is still vulnerable. use the tesla to support the x-bow for best results. opening with the tesla is the preferred openeing

witch is also one of the most versitile cards in the game. it provides an answer to almost any troop the enemy can throw. it is not particularly specialized toward any one thing, but it functions almost exactly like the ice wizard in that is ok for anything but not great at any one thing. given enough time however it can be a force to be reckoned with

Lightning: finishing, elixir gain, reset

obviously lightning is used to deal big damage to the crown tower, but the key is to use it when one or two vulnerable troops or buildings are also within range. this basically allows you to damage the crown tower and remove dangerous troops and buildings too for little or no elixir cost. it works very well on defense too to stop a onslaught of a few high hitpoint troops

Giant Skeleton: extremely high death damage, tank, elixir gain

giant skeleton is one of the best defenseve cards in the game. it is also the card that allows this deck to work, because without a tank offense would be severly limited. it, like sparky, can stop many ground pushes in their tracks, however, it usually must die to do so. therefore, it is not as adept at defeating tower destroyers which will not harm the giant skeleton, causing it to die and do damage. it is best used as a defensive card when it is certain to die. often there are situations that a massive amount of enemy troops are coming your way which can be stopped by planting the giant skeleton in front of them. this results often in a large elixir advantage for you. its dual purpose is to tank for x-bow, witch and ice wizard to try to take out a tower.

X-Bow: high point damage, range, building

an excellent card both on defense and offense, due to its superior range. the trick is to play giant skeleton in the back or capitalize when you have just used the giant skeleton on defense and it has survived to play the x-bow offensively. not only with the giant skeleton tank for it it will blow up any troops that might try to kill the x-bow. an excellent counter to x-bow is to get the x-bow focused on a tank, like a giant or royal giant. hence the x-bow push should also include a tesla next to it and a witch or ice wizard if possible. use lightning to clear the way as well so the x-bow can focus on the tower. when you have cleared one tower, if you still have plenty of health, do not try to take out the other tower but instead play the x-bow defensively, where its superior range will work greatly in your favor and should make it easy to defend for the rest of the game

~ ~ ~ ~ ~

Pushes:

pushes are usually best saved toward the end during double elixir, but if an opportunity presents itself during the first two minutes, by all means go for it. pushes are best started when you have an elixir advantage, or a troop already on the board. it is best to start a push as a counterattack: defend first, and if your troops survive you can use them to support an attack

the main push is x-bow supported by giant skeleton (anything that tries to kill the x-bow will first have to kill the giant skeleton, which will explode destroying a lot of dangerous troops), although ice wizard and witch can sometimes be useful as support troops. also try to place the tesla next to the x-bow. if the opponent tends to mount buildings in defence or several medium hitpoint troops, use lightning to clear them. lower hit point defensive troops like goblins and minions can be cleared either by splash damage (witch, ice spirit and ice wiz) or zap.

usually the strategy is to get either the giant skeleton to the enemy tower or whittle it down with the x-bow. then whittle it down from there with lightning if possible, or try to mount another push. witch and ice wiz can also whittle it down if played correctly

an ice wizard can make an effective tank for a witch to come behind, especially if the witch has been damaged and will be finished off before they get the chance to do damage. however in most cases it is better to let the witch die and conserve elixir

~ ~ ~ ~ ~

Counters:

Big Ground Push Decks (giant, royal giant, golem): use the tesla to defend, place the giant skeleton to clear any support troops, and also place ice wizard or witch to slow down and kill the tower destroyer. if the giant skeleton survives the onslaught, it can quickly be used in a counterattack by placing an offensive x-bow right away. if necessary, use the x-bow defensively

Small Ground Push Decks (hog, princes, mini pekka, lumberjack, valkyrie, knight): often the witch is very useful to deal with point damage attackers, while the giant skeleton is useful to tank splash damage. the ice wizard, ice spirit, and tesla can be used to supplement as necessary. be careful, if you play a witch to distrack a mini pekka, prince, or knight and the opponent zaps the skeletons, you are probably in trouble. always be ready, preferably with an ice spirit so you do not lose your witch or tower

Tower Destroyers (royal giant, hog, balloon, giant, golem): tesla + ice wizard is a great option, providing distraction and slowing for the troops. the witch should also help provide extra damage. x-bow can also be used defensively if necessary

Air Decks: tesla is very important to defeating them. keep it farther back but still far enough out to tank, especially with lava hound as this deck lacks much high point damage to the air other than the tesla. however, the lava hound does not do much damage as is and once split up can be easily dealt with by splash damage - minions can be taken care of the same way. the inferno dragon is tricky too, but the witch can distract it with her skeletons and lightning and zap can both reset it. try not to use lightning unless another troop can be caught too, as it would result in a elixir disadvantage otherwise

Siege Decks (x-bow, mortar): get the x-bow to target the giant skeleton, and all is lost for the x-bow. lightning also is a great counter. mortar is trickier as it will not attack troops right next too it. tesla or sparky is a better idea to kill it although giant skeleton will certainly work. you can also use your x-bow to counter the enemy seige towers

Hut Spammers: also not a problem, most cards in this deck are equipped perfectly to defend. try to work down both lanes if possible and use the lightning to take out the huts. if they mount a huge hut-supported push, use the giant skeleton to tank, die, and kill everything

~ ~ ~ ~ ~

Cards to Watch:

Lightning:can reset and almost kill the x-bow. try to avoid using x-bow if lightning is in play. if it must be used, have a tank ready to defend it an try to lure your opponent into playing the lightning before you play your x-bow

Zap: can reset x-bow and leave a witch defenseless

Rocket: when upgraded properly can kill an x-bow and damage anything around it. if in play, do not use place a whole bunch of troops next to your x-bow or in a push. only use when your opponent has just used the rocket on something else or is low on elixir. if they rocket your giant skeleton, fine, it won't die and and even if it loses a lot of health the point is for it to die anyway

Fireball: try not to group your witch and ice wizard together, this makes them vulnerable to one fireball, and a zap or log used in concert would give them a 2 elixir advantage

Graveyard: a tricky card to fight, but this deck makes short work of it. witch and ice wizard work very well against it. ice spirit and giant skeleton can be useful, as can tesla. the problem comes when you are left down on elixir and the enemy playes graveyard and you cannot counter it.

Minion Horde: this deck has no direct way of defeating minion horde, none of the spells kill it. a highly upgraded zap can in some cases one shot a minion horde, however, zap and ice spirit both kill about half the hit points, either can be used in concert with the tower or together to get an elixir advantage, however, ice wiz and witch can also be played to deal with it. if they are behind a tank and cannot be reached, deploy a giant skeleton in front of the tank, the horde will kill it and the giant skeleton's death damage will kill the horde

Three Musketeers: always a card to watch no matter what deck is being used. the combination of lightning and giant skeleton should make short work of them, but be careful if the opponent splits the musketeers (a common trick), do not devote all your rescources to one side, they will play on the other and do big damage to your tower

Golem: a bit of a problem, as this deck lacks any really strong point damage. i would recommend defending with tesla or x-bow, maybe both, and ice wizard, and witch. place the giant skeleton on the golem to so if your opponent plays support troops, they will kill the giant skeleton and therby blow themselves up

Tombstone: surprisingly a very difficult card to counter. it is often worth the lightning when pushing, otherwise it can stop pushes very nicely in combination with other cards. try to always have a witch, ice wiz, or ice spirit in the push to deal with it. x-bow will make short work of it but might be distracted for a long time

Barbarians/Elite Barbarians: both the greatest weakness and greatest strength of this deck. if they play barbarians on offense, giant skeleton, witch, and ice wizard can take them out pretty well. however, they can be dangerous both to your x-bow and your giant skeleton during your push. always keep your giant skeleton close to your x-bow if your opponent has either class of barbarians, or have ice wizard, ice spirit, and witch all on hand to kill them quickly

~ ~ ~ ~ ~

Interesting Notes:

This deck is alternatively known as the deck from hell, due to its card combination of 12345 (666) which is rather uncanny

It can also be known as the blue deck because every card is blue

Take note of the levels off all the cards. They are important. For instance: